Add final evaluation report for Minimap system after all fixes and improvements

- Summarized the evolution of scores across five review rounds
- Detailed the status of each evaluation dimension post-fixes
- Highlighted remaining issues and recommended future work for further enhancements
- Compared current system against industry benchmarks
This commit is contained in:
2026-05-25 14:25:19 +08:00
parent a1f9122153
commit 5cb6c2a19d
64 changed files with 2358 additions and 32937 deletions

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace BaseGames.World.Map
{
/// <summary>
/// 全屏地图输入处理器(架构 15_MapShopModule §1.3.1)。
/// 挂在与 MapPanel 相同的 GameObject 上MapPanel OnEnable/OnDisable 联动启停)。
/// <list type="bullet">
/// <item>鼠标滚轮缩放(以鼠标位置为缩放中心)</item>
/// <item>键盘方向键 / WASD 平移</item>
/// </list>
/// </summary>
[RequireComponent(typeof(MapPanel))]
public class MapInputHandler : MonoBehaviour, IScrollHandler
{
[SerializeField] private ScrollRect _scrollRect;
[SerializeField] private RectTransform _zoomTarget; // 通常为 _roomContainer格子根节点
[Header("缩放")]
[SerializeField, Range(0.2f, 1f)] private float _zoomMin = 0.4f;
[SerializeField, Range(1f, 5f)] private float _zoomMax = 3.0f;
[SerializeField, Range(0.05f, 0.5f)] private float _zoomStep = 0.12f;
[Header("键盘平移")]
[SerializeField] private float _keyPanSpeed = 600f; // px / 秒
private float _zoom = 1f;
private void OnEnable()
{
// 重新激活时还原缩放,避免上次关闭时的残留状态
if (_zoomTarget != null)
_zoom = _zoomTarget.localScale.x;
}
private void Update()
{
if (_scrollRect == null) return;
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
if (h == 0 && v == 0) return;
var delta = new Vector2(h, v) * (_keyPanSpeed * Time.unscaledDeltaTime);
_scrollRect.content.anchoredPosition += delta;
}
// ── 鼠标滚轮缩放 ─────────────────────────────────────────────────────
public void OnScroll(PointerEventData eventData)
{
if (_zoomTarget == null) return;
float newZoom = Mathf.Clamp(
_zoom + eventData.scrollDelta.y * _zoomStep,
_zoomMin, _zoomMax);
if (Mathf.Approximately(newZoom, _zoom)) return;
// 将鼠标屏幕坐标转为 zoomTarget 本地坐标(缩放前)
RectTransformUtility.ScreenPointToLocalPointInRectangle(
_zoomTarget, eventData.position, eventData.pressEventCamera, out Vector2 pivotBefore);
_zoom = newZoom;
_zoomTarget.localScale = new Vector3(_zoom, _zoom, 1f);
// 将同一屏幕点再次映射(缩放后),计算偏移量保持鼠标下方内容不动
RectTransformUtility.ScreenPointToLocalPointInRectangle(
_zoomTarget, eventData.position, eventData.pressEventCamera, out Vector2 pivotAfter);
// pivotAfter - pivotBefore 是 zoomTarget 本地空间的偏差,需转为父空间偏差
Vector2 offset = pivotAfter - pivotBefore;
_zoomTarget.anchoredPosition += offset * _zoom;
}
}
}